Outlaws of Thunder Junction Commander
Spells you cast but don't own cost {1} less to cast. Whenever one or more creatures you control deal combat damage to a player, look at the top card of that player's library, then exile it face down. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Flying, lifelink Whenever one or more outlaws you control deal combat damage to a player, create a Treasure token. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) {3}, Sacrifice two Treasures: Put two +1/+1 counters on each creature you control. Activate only as a sorcery.
Whenever you cast your second spell each turn, exile the top card of your library. Until the end of your next turn, you may play that card. {T}: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if you've cast three or more spells this turn.
This spell costs {1} less to cast for each land card in your graveyard. Whenever Yuma enters or attacks, you may sacrifice a land. If you do, draw a card. Whenever a Desert card is put into your graveyard from anywhere, create a 4/2 green Plant Warrior creature token with reach.
This spell costs {2} less to cast for each different mana value among instant and sorcery cards in your graveyard. Flying, prowess Whenever you cast your second spell each turn, create a 4/4 red Dragon Elemental creature token with flying and prowess.
Menace, ward {2} If a creature you control dealing combat damage to a player causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Other Plants and Treefolk you control get +2/+0. At the beginning of each of your postcombat main phases, return target Plant, Treefolk, or land card from your graveyard to your hand.
Other outlaws you control have vigilance and haste. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) At the beginning of combat on your turn, you may have Treasures you control become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn.
Flying, lifelink When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield. Encore {6}{W}{W} ({6}{W}{W}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Flying, vigilance Whenever this creature or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever this creature attacks, if its power is 6 or greater, draw a card.
When this creature enters, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle. Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for {1} or one mana of that creature's color.) Whenever your commander attacks, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
{T}: Add {U}. When you spend this mana to cast an instant or sorcery spell with mana value 3 or less, you may exile that spell instead of putting it into its owner's graveyard as it resolves. {3}{U}{U}, {T}: You may cast any number of spells from among cards exiled with this artifact without paying their mana costs. Activate only as a sorcery.
Draw a card, then draw a card for each other instant and sorcery spell you've cast this turn. Plot {3}{U} (You may pay {3}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Flash Flying When this creature enters, exile target spell an opponent controls. Whenever this creature attacks, if a card is exiled with it, you may cast the exiled card without paying its mana cost.
Flying Instant and sorcery spells you cast cost {1} less to cast. {2}{U}, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Return X target outlaw creature cards from your graveyard to the battlefield. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
When this creature enters, return target outlaw card from your graveyard to your hand. Escape—{3}{B}{B}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with a +1/+1 counter on it.
Enchant land Enchanted land has "{T}: Add two mana of any one color. Spend this mana only to cast outlaw spells or activate abilities of outlaw sources." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Whenever you cast your first outlaw spell each turn, you draw a card and you lose 1 life.
Exile all creatures. For each card exiled this way, you may play that card for as long as it remains exiled, and mana of any type can be spent to cast that spell. Exile Heartless Conscription.
Ninjutsu {3}{B} ({3}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever one or more creatures you control deal combat damage to a player, create a Treasure token and manifest the top card of that player's library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Deathtouch, lifelink {T}, Pay 1 life: Add two mana of any one color. Spend this mana only to cast spells you don't own.
Cataclysmic Prospecting deals X damage to each creature. For each mana from a Desert spent to cast this spell, create a tapped Treasure token.
Flash When this creature enters, if you cast it, the next instant or sorcery spell you cast this turn has storm. (When you cast that spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Until end of turn, outlaw creatures you control get +1/+0 and gain "{T}: This creature deals damage equal to its power to target creature." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Create a 4/4 red Dragon Elemental creature token with flying and prowess. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Discard your hand, then draw four cards. For each card discarded this way, creatures you control get +1/+0 until end of turn. Plot {3}{R} (You may pay {3}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Smoldering Stagecoach's power is equal to the number of instant and sorcery cards in your graveyard. Whenever this Vehicle attacks, the next instant spell and the next sorcery spell you cast this turn each have cascade. Crew 2
Reach Lands you control and land cards you own that aren't on the battlefield are Deserts in addition to their other types. Lands you control have "{T}: Add one mana of any color." {T}: Mill two cards. You gain 1 life for each land card milled this way.
This spell costs {1} less to cast for each land card in your graveyard. Vigilance, reach, trample When this creature enters, other creatures you control get +3/+3 and gain trample until end of turn.
When this creature enters, exile target permanent card from your graveyard. You may play that card for as long as it remains exiled. Spells you cast from anywhere other than your hand cost {1} less to cast.
Reach, deathtouch When this creature enters, search your library and/or graveyard for a card named Command Tower, reveal it, and put it into your hand. If you search your library this way, shuffle.
Return up to three target land cards from your graveyard to the battlefield tapped. Create that many 4/2 green Plant Warrior creature tokens with reach. Flashback {6}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Each outlaw creature card in your graveyard has encore {X}, where X is its mana value. (Exile it and pay its encore cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
{T}: Add one mana of any color. {1}, {T}: Put a bounty counter on target creature. Activate only as a sorcery. Whenever a creature with a bounty counter on it dies, each of its controller's opponents draws a card and gains 2 life.
Whenever equipped creature deals combat damage to a player, look at the top card of their library, then exile it face down. For as long as it remains exiled, you may play it, and mana of any type can be spent to cast that spell. Equip {1}
{1}, {T}: Mill a card. You may put an instant or sorcery card milled this way into your hand. Tap an untapped legendary creature you control: Untap this artifact.
This land enters tapped. {T}: Add one mana of any type that a land you control could produce. {3}: Until end of turn, this land becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
This spell costs {2} less to cast for each different mana value among instant and sorcery cards in your graveyard. Flying, prowess Whenever you cast your second spell each turn, create a 4/4 red Dragon Elemental creature token with flying and prowess.
Menace, ward {2} If a creature you control dealing combat damage to a player causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Other Plants and Treefolk you control get +2/+0. At the beginning of each of your postcombat main phases, return target Plant, Treefolk, or land card from your graveyard to your hand.
Other outlaws you control have vigilance and haste. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) At the beginning of combat on your turn, you may have Treasures you control become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn.
Flying, lifelink When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield. Encore {6}{W}{W} ({6}{W}{W}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Flying, vigilance Whenever this creature or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever this creature attacks, if its power is 6 or greater, draw a card.
When this creature enters, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle. Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for {1} or one mana of that creature's color.) Whenever your commander attacks, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
{T}: Add {U}. When you spend this mana to cast an instant or sorcery spell with mana value 3 or less, you may exile that spell instead of putting it into its owner's graveyard as it resolves. {3}{U}{U}, {T}: You may cast any number of spells from among cards exiled with this artifact without paying their mana costs. Activate only as a sorcery.
Draw a card, then draw a card for each other instant and sorcery spell you've cast this turn. Plot {3}{U} (You may pay {3}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Flash Flying When this creature enters, exile target spell an opponent controls. Whenever this creature attacks, if a card is exiled with it, you may cast the exiled card without paying its mana cost.
Flying Instant and sorcery spells you cast cost {1} less to cast. {2}{U}, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Return X target outlaw creature cards from your graveyard to the battlefield. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
When this creature enters, return target outlaw card from your graveyard to your hand. Escape—{3}{B}{B}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with a +1/+1 counter on it.
Enchant land Enchanted land has "{T}: Add two mana of any one color. Spend this mana only to cast outlaw spells or activate abilities of outlaw sources." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Whenever you cast your first outlaw spell each turn, you draw a card and you lose 1 life.
Exile all creatures. For each card exiled this way, you may play that card for as long as it remains exiled, and mana of any type can be spent to cast that spell. Exile Heartless Conscription.
Ninjutsu {3}{B} ({3}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever one or more creatures you control deal combat damage to a player, create a Treasure token and manifest the top card of that player's library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Deathtouch, lifelink {T}, Pay 1 life: Add two mana of any one color. Spend this mana only to cast spells you don't own.
Cataclysmic Prospecting deals X damage to each creature. For each mana from a Desert spent to cast this spell, create a tapped Treasure token.
Flash When this creature enters, if you cast it, the next instant or sorcery spell you cast this turn has storm. (When you cast that spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Until end of turn, outlaw creatures you control get +1/+0 and gain "{T}: This creature deals damage equal to its power to target creature." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Create a 4/4 red Dragon Elemental creature token with flying and prowess. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Discard your hand, then draw four cards. For each card discarded this way, creatures you control get +1/+0 until end of turn. Plot {3}{R} (You may pay {3}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Smoldering Stagecoach's power is equal to the number of instant and sorcery cards in your graveyard. Whenever this Vehicle attacks, the next instant spell and the next sorcery spell you cast this turn each have cascade. Crew 2
Reach Lands you control and land cards you own that aren't on the battlefield are Deserts in addition to their other types. Lands you control have "{T}: Add one mana of any color." {T}: Mill two cards. You gain 1 life for each land card milled this way.
This spell costs {1} less to cast for each land card in your graveyard. Vigilance, reach, trample When this creature enters, other creatures you control get +3/+3 and gain trample until end of turn.
When this creature enters, exile target permanent card from your graveyard. You may play that card for as long as it remains exiled. Spells you cast from anywhere other than your hand cost {1} less to cast.
Reach, deathtouch When this creature enters, search your library and/or graveyard for a card named Command Tower, reveal it, and put it into your hand. If you search your library this way, shuffle.
Return up to three target land cards from your graveyard to the battlefield tapped. Create that many 4/2 green Plant Warrior creature tokens with reach. Flashback {6}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Each outlaw creature card in your graveyard has encore {X}, where X is its mana value. (Exile it and pay its encore cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
{T}: Add one mana of any color. {1}, {T}: Put a bounty counter on target creature. Activate only as a sorcery. Whenever a creature with a bounty counter on it dies, each of its controller's opponents draws a card and gains 2 life.
Whenever equipped creature deals combat damage to a player, look at the top card of their library, then exile it face down. For as long as it remains exiled, you may play it, and mana of any type can be spent to cast that spell. Equip {1}
{1}, {T}: Mill a card. You may put an instant or sorcery card milled this way into your hand. Tap an untapped legendary creature you control: Untap this artifact.
This land enters tapped. {T}: Add one mana of any type that a land you control could produce. {3}: Until end of turn, this land becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
When you cast this spell, target opponent exiles the top four cards of their library, then you may put any number of land cards that player owns from exile onto the battlefield under your control.
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.
Exile all creatures. Delirium — Create a 4/4 white Angel creature token with flying if there are four or more card types among cards in your graveyard.
Choose one — • Destroy X target artifacts and/or enchantments. • Target player gains twice X life.
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Changeling (This card is every creature type.) {X}: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Lifelink, protection from mana value 3 or greater
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy. Flashback {4}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Vigilance Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Choose one — • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) • Destroy target creature with toughness 4 or greater.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Return up to three target artifacts and/or creatures to their owners' hands. You may cast a spell with mana value 4 or less from your hand without paying its mana cost.
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Flying Whenever this creature deals combat damage to a player, that player exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then that player puts the exiled cards that weren't cast this way on the bottom of their library in a random order.
Target player draws two cards. Flashback—{1}{U}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Flying When this creature enters, for each opponent, you may cast up to one target instant or sorcery card from that player's graveyard without paying its mana cost. If a spell cast this way would be put into a graveyard, exile it instead.
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game. Exile Finale of Revelation.
Whenever this creature becomes untapped, you may pay {2}. If you do, draw a card. Whenever an opponent casts a spell from anywhere other than their hand, draw a card. Discard a card: This creature can't be blocked this turn.
Flying Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard. Instant and sorcery spells you cast cost {1} less to cast.
{T}: Add {U}. {2}{U}: Put an hour counter on this artifact. At the beginning of each upkeep, put an hour counter on this artifact. When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost.
Whenever you cast an instant or sorcery spell, create a 1/1 blue Bird Illusion creature token with flying.
This spell costs {8} less to cast if you have eight or more instant and/or sorcery cards in your graveyard. Ward {8} Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature has base power and toughness 8/8 until end of turn.
Scry 1. (Look at the top card of your library. You may put that card on the bottom.) Draw a card.
Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Flying {7}{U}: Adapt 4. This ability costs {1} less to activate for each instant and sorcery card in your graveyard. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
Draw a card. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Flying Spells you cast from anywhere other than your hand cost {2} less to cast. Foretell {4}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Draw a card. Scry 2.
Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value. Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.) When you cycle this card, create an X/X blue Shark creature token with flying.
This creature can't be blocked.
Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost.
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
({U/P} can be paid with either {U} or 2 life.) Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Kicker {X}. X can't be 0. (You may pay an additional {X} as you cast this spell.) Flying When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Draw a card. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Draw three cards.
This creature can't be blocked.
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying. Tap two untapped artifacts you control: Target creature can't be blocked this turn.
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Equipped creature has flying and ward {4}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.) Equip {1}
Flying, lifelink When this creature enters, move any number of +1/+1 counters from other permanents you control onto this creature.
You may pay {1}{B} rather than pay this spell's mana cost. If the {1}{B} cost was paid, an opponent draws a card. Exile target creature or planeswalker.
Flying At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it. Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value.
Changeling (This card is every creature type.) This creature can't block and can't be blocked.
Whenever an opponent attacks you and/or one or more planeswalkers you control, exile the top card of that player's library. You may play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast it.
Undaunted (This spell costs {1} less to cast for each opponent.) Destroy two target creatures.
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Menace, deathtouch When this creature enters, each player loses a third of their life, rounded up.
{T}, Sacrifice a creature: Put two +1/+1 counters on target creature. {T}, Remove a counter from a creature you control: Create a Treasure token. {T}, Sacrifice an artifact: Create a 2/1 white and black Inkling creature token with flying. {3}{B}: Untap Fain.
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Deathtouch When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Destroy six target creatures.
Partner with Laurine, the Diversion (When this creature enters, target player may put Laurine into their hand from their library, then shuffle.) Lifelink Whenever a creature an opponent controls dies, you gain 1 life and create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Whenever a creature an opponent controls dies, exile it with a hit counter on it. Assassins, Mercenaries, and Rogues you control have deathtouch and "Whenever this creature deals combat damage to a player, you may remove a hit counter from a card that player owns in exile. If you do, draw a card and create two Treasure tokens."
Flying {1}{B}, {T}: Rather than pay the mana cost of the next spell you cast this turn, you may pay life equal to that spell's mana value.
Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
Deathtouch Whenever this creature enters or deals combat damage to a player, exile target card from a graveyard. If it was a creature card, create a 2/2 black Rogue creature token. If it was a land card, create a Treasure token. Otherwise, you gain 3 life.
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
Ninjutsu {3}{B} ({3}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Nashi deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.
Flying, deathtouch, lifelink Nighthawk Scavenger's power is equal to 1 plus the number of card types among cards in your opponents' graveyards.
Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token. Rats you control have deathtouch.
Converge — You draw X cards and you lose X life, where X is the number of colors of mana spent to cast this spell.
Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, exile the top card of that player's library face down. You may look at and play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell."
Flying, haste Whenever Rankle deals combat damage to a player, choose any number — • Each player discards a card. • Each player loses 1 life and draws a card. • Each player sacrifices a creature of their choice.
When this creature enters, put a +1/+1 counter on target creature. Whenever a creature you control with a +1/+1 counter on it attacks, each opponent loses 1 life and you gain 1 life.
At the beginning of each opponent's upkeep, you manifest the top card of that player's library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever a creature you control but don't own dies, its owner loses 2 life and you gain 2 life.
Menace Whenever you gain life, you may pay {B}. If you do, return target creature card from your graveyard to your hand.
Deathtouch At the beginning of your end step, if you gained life this turn, each opponent sacrifices a creature of their choice and you return up to one target creature card from your graveyard to your hand.
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with this enchantment. You may cast any number of the copies without paying their mana costs.
As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
When this enchantment enters, you may discard a card. If you do, draw two cards. {1}, Sacrifice this enchantment: Creatures you control gain haste until end of turn.
Haste When this creature enters, you may pay {2}{R} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.
Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
{3}{R}: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
{T}: Add {R}. As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
First strike When this creature enters, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
As an additional cost to cast this spell, discard a card. Draw two cards. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Defender Whenever you cast an instant or sorcery spell, this creature deals 1 damage to each opponent.
Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
{T}: Add {R}. Put a stash counter on this artifact. {T}, Sacrifice this artifact: Add X mana of any one color, where X is the number of stash counters on this artifact.
Whenever a creature you control deals combat damage to a player, choose one — • Goad target creature that player controls. • Exile the top card of that player's library. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
{T}: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Encore {3}{R} ({3}{R}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Partner with Kamber, the Plunderer (When this creature enters, target player may put Kamber into their hand from their library, then shuffle.) First strike {2}, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
As an additional cost to cast this spell, discard a land card. Draw two cards.
For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery. Overload {5}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Flying Landfall — Whenever a land you control enters, create a 0/2 red Dragon Egg creature token with defender and "When this token dies, create a 2/2 red Dragon creature token with flying and '{R}: This token gets +1/+0 until end of turn.'"
When this enchantment enters, create two Treasure tokens. The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Add {R} for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it. Suspend 3—{1}{R} (Rather than cast this card from your hand, you may pay {1}{R} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
This creature gets +1/+0 for each artifact you control. Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token.
Unholy Heat deals 2 damage to target creature or planeswalker. Delirium — Unholy Heat deals 6 damage instead if there are four or more card types among cards in your graveyard.
Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
When this creature enters, create a 0/1 green Plant creature token for each land you control. Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.) Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.) Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
When this creature enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
You may play an additional land this turn. Draw a card.
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library. This creature enters with X +1/+1 counters on it.
As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Mill two cards, then you may return a creature card from your graveyard to your hand. III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
When this creature enters, you may discard any number of land cards. Put that many +1/+1 counters on this creature and draw that many cards.
Attacking creatures you control have deathtouch. Whenever a creature you control deals combat damage to a player, draw a card.
You may play an additional land on each of your turns. Play with the top card of your library revealed. You may play lands from the top of your library.
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
You may play lands from your graveyard.
Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Hexproof (This creature can't be the target of spells or abilities your opponents control.) This creature can't be blocked except by creatures with flying.
Deathtouch When this creature enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Search your library for a Forest card, put it onto the battlefield, then shuffle.
When Titania enters, return target land card from your graveyard to the battlefield. Whenever a land you control is put into a graveyard from the battlefield, create a 5/3 green Elemental creature token.
Whenever one or more land cards are put into your graveyard from anywhere, create a 0/1 green Plant creature token. {G}, Sacrifice three creatures: Return target land card from your graveyard to your hand.
Devoid (This card has no color.) {1}{G}, Put a card an opponent owns from exile into that player's graveyard: Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}."
Choose creature or land. Reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard.
Whenever this creature attacks, you may mill three cards. When this creature dies, return all land cards from your graveyard to the battlefield tapped.
Flying, deathtouch When this creature enters, draw a card.
Choose one — • Boros Charm deals 4 damage to target player or planeswalker. • Permanents you control gain indestructible until end of turn. • Target creature gains double strike until end of turn.
Flying Whenever a player attacks one of your opponents, if that opponent has more life than another of your opponents, that attacking player draws a card and you put two +1/+1 counters on a creature you control.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature deals combat damage to a player, you may draw that many cards.
Destroy each nonland permanent with mana value 2 or less. Add {B} or {G} for each permanent destroyed this way.
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
Whenever a creature deals combat damage to one of your opponents, its controller may draw a card.
Exile the top X cards of your library. You may cast instant and sorcery spells with mana value X or less from among them without paying their mana costs. Then put all cards exiled this way that weren't cast into your graveyard.
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn. You may play an additional land this turn.
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
Target opponent chooses X cards from their hand. Look at those cards. You may cast a spell from among them without paying its mana cost.
Ninjutsu {2}{U}{B} ({2}{U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, that player exiles the top two cards of their library. Until end of turn, you may play those cards without paying their mana costs.
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant and sorcery spells you cast cost {1} less to cast.
Desertwalk (This creature can't be blocked as long as defending player controls a Desert.) You may play Desert lands from your graveyard. Whenever a Desert you control enters, create two 1/1 red, green, and white Sand Warrior creature tokens.
When this creature enters, exile another target creature or artifact until this creature leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Flying, haste {T}: The next instant or sorcery spell you cast this turn costs {X} less to cast, where X is the number of Wizards you control as this ability resolves.
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever a nontoken creature dies, you lose 1 life and create a Treasure token.
As The Mimeoplasm enters, you may exile two creature cards from graveyards. If you do, it enters as a copy of one of those cards with a number of additional +1/+1 counters on it equal to the power of the other card.
This spell can't be countered. Flying Whenever you draw a card, Niv-Mizzet deals 1 damage to any target. Whenever a player casts an instant or sorcery spell, you draw a card.
Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token. Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.
Counter target spell. At the beginning of your next first main phase, add X mana in any combination of colors, where X is that spell's mana value.
Destroy target artifact or creature. It can't be regenerated.
Deathtouch, haste When Queen Marchesa enters, you become the monarch. At the beginning of your upkeep, if an opponent is the monarch, create a 1/1 black Assassin creature token with deathtouch and haste.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature deals combat damage to a player, you may draw a card.
Ninjutsu {4}{U}{B} ({4}{U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, look at that player's hand. You may cast a spell from among those cards without paying its mana cost.
Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. Flashback {1}{U}{B}
Flying Whenever this creature deals combat damage to a player, look at the top three cards of that player's library, exile one of them face down, then put the rest into their graveyard. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Whenever you cast a noncreature spell, create a 1/1 colorless Soldier artifact creature token.
You gain 2 life. Then you may discard two cards. If you do, draw three cards.
Flying Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Partner with Cazur, Ruthless Stalker (When this creature enters, target player may put Cazur into their hand from their library, then shuffle.) Ukkima can't be blocked. When Ukkima leaves the battlefield, it deals X damage to target player and you gain X life, where X is its power.
Magecraft — Whenever you cast or copy an instant or sorcery spell, Veyran gets +1/+1 until end of turn. If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
Choose one — • Destroy target artifact or enchantment. • Mill five cards, then you may put a land card from your graveyard onto the battlefield tapped. Flashback {3}{R}{G}
| Card | Number | Rarity | Price |
|---|---|---|---|
Gonti, Canny Acquisitor | 1 | Mythic | $1.05 |
Olivia, Opulent Outlaw | 2 | Mythic | $3.08 |
Stella Lee, Wild Card | 3 | Mythic | $5.42 |
Yuma, Proud Protector | 4 | Mythic | $0.34 |
Eris, Roar of the Storm | 5 | Mythic | $3.74 |
Felix Five-Boots | 6 | Mythic | $3.78 |
Kirri, Talented Sprout | 7 | Mythic | $0.38 |
Vihaan, Goldwaker | 8 | Mythic | $0.79 |
Angel of Indemnity | 9 | Rare | $4.08 |
Angelic Sell-Sword | 10 | Rare | $0.38 |
Sand Scout | 11 | Rare | $2.40 |
We Ride at Dawn | 12 | Rare | $0.37 |
Arcane Heist | 13 | Rare | $5.47 |
Forger's Foundry | 14 | Rare | $0.34 |
Lock and Load | 15 | Rare | $1.77 |
Smirking Spelljacker | 16 | Rare | $2.36 |
Thunderclap Drake | 17 | Rare | $9.76 |
Back in Town | 18 | Rare | $2.08 |
Charred Graverobber | 19 | Rare | $0.19 |
Discreet Retreat | 20 | Rare | $0.23 |
Heartless Conscription | 21 | Rare | $1.39 |
Orochi Soul-Reaver | 22 | Rare | $11.75 |
Thieving Varmint | 23 | Rare | $5.19 |
Cataclysmic Prospecting | 24 | Rare | $0.19 |
Crackling Spellslinger | 25 | Rare | $1.74 |
Dead Before Sunrise | 26 | Rare | $0.23 |
Elemental Eruption | 27 | Rare | $4.32 |
Embrace the Unknown | 28 | Rare | $2.20 |
Pyretic Charge | 29 | Rare | $0.44 |
Smoldering Stagecoach | 30 | Rare | $0.20 |
Dune Chanter | 31 | Rare | $0.99 |
Rumbleweed | 32 | Rare | $7.67 |
Savvy Trader | 33 | Rare | $3.43 |
Tower Winder | 34 | Rare | $6.07 |
Vengeful Regrowth | 35 | Rare | $0.30 |
Graywater's Fixer | 36 | Rare | $0.31 |
Bounty Board | 37 | Rare | $3.24 |
Dream-Thief's Bandana | 38 | Rare | $0.69 |
Leyline Dowser | 39 | Rare | $0.14 |
Cactus Preserve | 40 | Rare | $5.51 |
Eris, Roar of the Storm | 41 | Mythic | $4.69 |
Felix Five-Boots | 42 | Mythic | $4.08 |
Kirri, Talented Sprout | 43 | Mythic | $0.48 |
Vihaan, Goldwaker | 44 | Mythic | $2.34 |
Angel of Indemnity | 45 | Rare | $4.14 |
Angelic Sell-Sword | 46 | Rare | $0.36 |
Sand Scout | 47 | Rare | $1.11 |
We Ride at Dawn | 48 | Rare | $0.32 |
Arcane Heist | 49 | Rare | $4.27 |
Forger's Foundry | 50 | Rare | $0.31 |
Lock and Load | 51 | Rare | $0.62 |
Smirking Spelljacker | 52 | Rare | $1.62 |
Thunderclap Drake | 53 | Rare | $6.80 |
Back in Town | 54 | Rare | $1.66 |
Charred Graverobber | 55 | Rare | $0.22 |
Discreet Retreat | 56 | Rare | $0.22 |
Heartless Conscription | 57 | Rare | $0.84 |
Orochi Soul-Reaver | 58 | Rare | $6.66 |
Thieving Varmint | 59 | Rare | $3.21 |
Cataclysmic Prospecting | 60 | Rare | $0.18 |
Crackling Spellslinger | 61 | Rare | $1.10 |
Dead Before Sunrise | 62 | Rare | $0.17 |
Elemental Eruption | 63 | Rare | $1.68 |
Embrace the Unknown | 64 | Rare | $1.35 |
Pyretic Charge | 65 | Rare | $0.26 |
Smoldering Stagecoach | 66 | Rare | $0.18 |
Dune Chanter | 67 | Rare | $0.68 |
Rumbleweed | 68 | Rare | $5.74 |
Savvy Trader | 69 | Rare | $2.11 |
Tower Winder | 70 | Rare | $5.57 |
Vengeful Regrowth | 71 | Rare | $0.24 |
Graywater's Fixer | 72 | Rare | $0.29 |
Bounty Board | 73 | Rare | $0.88 |
Dream-Thief's Bandana | 74 | Rare | $0.73 |
Leyline Dowser | 75 | Rare | $0.20 |
Cactus Preserve | 76 | Rare | $3.96 |
Oblivion Sower | 77 | Mythic | $0.49 |
Angel of the Ruins | 78 | Uncommon | $0.14 |
Council's Judgment | 79 | Rare | $0.37 |
Descend upon the Sinful | 80 | Mythic | $0.30 |
Heliod's Intervention | 81 | Rare | $3.83 |
Marshal's Anthem | 82 | Rare | $0.19 |
Mirror Entity | 83 | Rare | $1.30 |
Mistmeadow Skulk | 84 | Uncommon | $0.25 |
Path to Exile | 85 | Uncommon | $2.63 |
Sevinne's Reclamation | 86 | Rare | $0.50 |
Sun Titan | 87 | Mythic | $0.29 |
Valorous Stance | 88 | Uncommon | $0.22 |
Arcane Denial | 89 | Common | $3.51 |
Archmage Emeritus | 90 | Rare | $2.70 |
Baral's Expertise | 91 | Rare | $0.24 |
Curse of the Swine | 92 | Rare | $0.21 |
Dazzling Sphinx | 93 | Rare | $0.40 |
Deep Analysis | 94 | Common | $0.12 |
Dig Through Time | 95 | Rare | $0.40 |
Diluvian Primordial | 96 | Rare | $0.45 |
Finale of Revelation | 97 | Mythic | $0.40 |
Ghostly Pilferer | 98 | Rare | $1.75 |
Haughty Djinn | 99 | Rare | $0.37 |
Midnight Clock | 100 | Rare | $0.53 |
Mind's Dilation | 101 | Mythic | $6.86 |
Murmuring Mystic | 102 | Common | $1.30 |
Octavia, Living Thesis | 103 | Rare | $0.45 |
Opt | 104 | Common | $0.28 |
Ponder | 105 | Common | $3.19 |
Pongify | 106 | Uncommon | $2.96 |
Preordain | 107 | Common | $1.74 |
Propaganda | 108 | Uncommon | $3.26 |
Pteramander | 109 | Uncommon | $0.09 |
Radical Idea | 110 | Common | $0.09 |
Sage of the Beyond | 111 | Rare | $0.59 |
Serum Visions | 112 | Uncommon | $1.55 |
Shark Typhoon | 113 | Rare | $0.96 |
Slither Blade | 114 | Common | $0.48 |
Stolen Goods | 115 | Rare | $0.30 |
Talrand, Sky Summoner | 116 | Rare | $0.44 |
Tezzeret's Gambit | 117 | Rare | $0.33 |
Thieving Skydiver | 118 | Rare | $0.34 |
Think Twice | 119 | Common | $0.07 |
Treasure Cruise | 120 | Common | $0.34 |
Triton Shorestalker | 121 | Common | $0.39 |
Whirler Rogue | 122 | Uncommon | $0.10 |
Windfall | 123 | Uncommon | $4.67 |
Winged Boots | 124 | Rare | $10.90 |
Aetherborn Marauder | 125 | Uncommon | $0.08 |
Baleful Mastery | 126 | Rare | $5.35 |
Brainstealer Dragon | 127 | Rare | $14.46 |
Changeling Outcast | 128 | Common | $1.20 |
Cunning Rhetoric | 129 | Rare | $2.09 |
Curtains' Call | 130 | Rare | $0.42 |
Deadly Dispute | 131 | Common | $0.38 |
Dire Fleet Ravager | 132 | Mythic | $0.26 |
Fain, the Broker | 133 | Rare | $1.36 |
Feed the Swarm | 134 | Common | $0.19 |
Gonti, Lord of Luxury | 135 | Rare | $0.31 |
Hex | 136 | Rare | $0.16 |
Kamber, the Plunderer | 137 | Rare | $0.32 |
Mari, the Killing Quill | 138 | Rare | $2.85 |
Marshland Bloodcaster | 139 | Rare | $0.27 |
Massacre Girl | 140 | Rare | $0.39 |
Misfortune Teller | 141 | Rare | $0.13 |
Morbid Opportunist | 142 | Uncommon | $0.46 |
Nashi, Moon Sage's Scion | 143 | Mythic | $4.65 |
Nighthawk Scavenger | 144 | Rare | $0.25 |
Ogre Slumlord | 145 | Rare | $0.33 |
Painful Truths | 146 | Rare | $0.36 |
Predators' Hour | 147 | Rare | $0.39 |
Rankle, Master of Pranks | 148 | Rare | $2.71 |
Tenured Inkcaster | 149 | Uncommon | $0.14 |
Thieving Amalgam | 150 | Rare | $0.59 |
Veinwitch Coven | 151 | Rare | $1.82 |
Witch of the Moors | 152 | Rare | $2.12 |
Angrath's Marauders | 153 | Rare | $0.72 |
Arcane Bombardment | 154 | Mythic | $4.79 |
Big Score | 155 | Common | $9.61 |
Bitter Reunion | 156 | Common | $0.49 |
Bloodthirsty Adversary | 157 | Mythic | $0.31 |
Captain Lannery Storm | 158 | Rare | $0.30 |
Captivating Crew | 159 | Rare | $0.34 |
Chaos Warp | 160 | Rare | $0.72 |
Cursed Mirror | 161 | Rare | $2.11 |
Dire Fleet Daredevil | 162 | Rare | $0.23 |
Electric Revelation | 163 | Common | $0.32 |
Electrostatic Field | 164 | Uncommon | $5.53 |
Faithless Looting | 165 | Common | $0.44 |
Finale of Promise | 166 | Mythic | $0.55 |
Glittering Stockpile | 167 | Uncommon | $0.43 |
Grenzo, Havoc Raiser | 168 | Rare | $0.30 |
Guttersnipe | 169 | Uncommon | $0.39 |
Humble Defector | 170 | Uncommon | $0.21 |
Impulsive Pilferer | 171 | Common | $0.24 |
Laurine, the Diversion | 172 | Rare | $0.22 |
Magmatic Insight | 173 | Uncommon | $0.27 |
Mass Mutiny | 174 | Rare | $0.36 |
Mizzix's Mastery | 175 | Rare | $4.05 |
Nesting Dragon | 176 | Rare | $0.51 |
Rain of Riches | 177 | Rare | $0.62 |
Rousing Refrain | 178 | Rare | $3.18 |
Seize the Spotlight | 179 | Rare | $14.68 |
Shiny Impetus | 180 | Uncommon | $0.19 |
Storm-Kiln Artist | 181 | Uncommon | $4.39 |
Unholy Heat | 182 | Common | $0.22 |
Vandalblast | 183 | Uncommon | $2.36 |
Volcanic Torrent | 184 | Uncommon | $0.29 |
Young Pyromancer | 185 | Uncommon | $0.38 |
Ancient Greenwarden | 186 | Mythic | $12.42 |
Avenger of Zendikar | 187 | Mythic | $1.74 |
Cazur, Ruthless Stalker | 188 | Mythic | $0.34 |
Crawling Sensation | 189 | Uncommon | $0.12 |
Eccentric Farmer | 190 | Common | $0.11 |
Elvish Rejuvenator | 191 | Common | $0.13 |
Explore | 192 | Common | $0.38 |
Genesis Hydra | 193 | Rare | $0.42 |
Harrow | 194 | Common | $1.21 |
Hour of Promise | 195 | Rare | $0.25 |
Kodama's Reach | 196 | Common | $2.60 |
The Mending of Dominaria | 197 | Rare | $0.34 |
Nantuko Cultivator | 198 | Uncommon | $0.08 |
Ohran Frostfang | 199 | Rare | $9.93 |
Oracle of Mul Daya | 200 | Rare | $7.23 |
Rampant Growth | 201 | Common | $0.89 |
Ramunap Excavator | 202 | Rare | $9.17 |
Return of the Wildspeaker | 203 | Rare | $1.64 |
Satyr Wayfinder | 204 | Common | $0.14 |
Scute Swarm | 205 | Rare | $4.28 |
Silhana Ledgewalker | 206 | Common | $0.18 |
Skullwinder | 207 | Uncommon | $0.23 |
Springbloom Druid | 208 | Common | $0.79 |
Three Visits | 209 | Uncommon | $8.27 |
Titania, Protector of Argoth | 210 | Mythic | $1.32 |
Turntimber Sower | 211 | Rare | $0.37 |
Void Attendant | 212 | Uncommon | $0.07 |
Winding Way | 213 | Common | $1.62 |
World Shaper | 214 | Rare | $7.23 |
Baleful Strix | 215 | Rare | $3.44 |
Boros Charm | 216 | Uncommon | $7.28 |
Breena, the Demagogue | 217 | Mythic | $9.87 |
Cold-Eyed Selkie | 218 | Rare | $0.30 |
Culling Ritual | 219 | Rare | $2.07 |
Decimate | 220 | Rare | $0.20 |
Edric, Spymaster of Trest | 221 | Rare | $1.45 |
Epic Experiment | 222 | Mythic | $0.34 |
Escape to the Wilds | 223 | Rare | $0.44 |
Expressive Iteration | 224 | Uncommon | $0.86 |
Extract Brain | 225 | Rare | $0.35 |
Fallen Shinobi | 226 | Rare | $8.41 |
Galvanic Iteration | 227 | Rare | $0.33 |
Goblin Electromancer | 228 | Common | $0.35 |
Hazezon, Shaper of Sand | 229 | Rare | $0.23 |
Heaven // Earth | 230 | Rare | $0.15 |
Hostage Taker | 231 | Rare | $0.37 |
Kaza, Roil Chaser | 232 | Rare | $0.13 |
Life Insurance | 233 | Rare | $0.21 |
The Mimeoplasm | 234 | Rare | $0.24 |
Niv-Mizzet, Parun | 235 | Rare | $6.32 |
Omnath, Locus of Rage | 236 | Mythic | $2.30 |
Plasm Capture | 237 | Rare | $0.37 |
Putrefy | 238 | Uncommon | $0.20 |
Queen Marchesa | 239 | Rare | $1.01 |
Shadowmage Infiltrator | 240 | Rare | $0.31 |
Silent-Blade Oni | 241 | Rare | $5.27 |
Siphon Insight | 242 | Rare | $0.30 |
Thief of Sanity | 243 | Rare | $0.39 |
Third Path Iconoclast | 244 | Uncommon | $0.91 |
Thrilling Discovery | 245 | Common | $0.37 |
Trygon Predator | 246 | Uncommon | $0.19 |
Ukkima, Stalking Shadow | 247 | Mythic | $0.36 |
Veyran, Voice of Duality | 248 | Mythic | $12.08 |
Villainous Wealth | 249 | Rare | $0.35 |
Wreck and Rebuild | 250 | Uncommon | $0.20 |